/Engine/Source/Runtime/Engine/Classes/Sound/SampleBufferIO.h
Call this on the game thread to continue the write operation. Optionally provide a pointer to an ESoundWavePCMWriterState which will be written to with the current state of the write operation. Returns a float value from 0 to 1 indicating how complete the write operation is.
float CheckStatus ( [ESoundWavePCMWriterState](API\Runtime\Engine\Sound\Audio__ESoundWavePCMWriterState) * OutCurrentState )